Quaker Gun
Quaker Gun is a United States artillery decoy used by the United States, USR and Baja California. It appears to opponents as a selected artillery type, creating uncertainty about the army’s real guns.

Recorded values
- Cost
- 100 Wood
- Available
- Industrial Age · Artillery Foundry
- Training
- 10 sec · 1 population · 10 XP per train
- Durability & mobility
- 200 hit points · 75% ranged resistance · 2.4 speed · Gatling Gun: 26 ; Horse Artillery: 30 ; Heavy Cannon: 32 ; Culverin: 36 ; Mortar: 44 line of sight
- Bombard attack
- 0 base damage · range Gatling Gun: 24 ; Horse Artillery: 26 ; Heavy Cannon: 28 ; Culverin: 34 ; Mortar: 40 · attack interval Gatling Gun and Horse Artillery: 4.0 ; Culverin, Mortar, and Heavy Cannon: 6.0
- Ability
- Appears to enemies as a Gatling Gun, Culverin, Mortar, Horse Artillery, or Heavy Cannon
Role, availability & values
The Quaker Gun is trained at an Artillery Foundry and has a one-population cost. Its recorded attack damage is zero; its purpose is the visual disguise as a Gatling Gun, Culverin, Mortar, Horse Artillery or Heavy Cannon, not artillery firepower.
Matchup & timing
Use it to complicate an opponent’s scouting or draw attention away from real artillery. Do not count it as a damage-dealing gun when planning a siege, and protect it if the opponent can identify or attack the decoy.
Artillery decoy and scouting value
Quaker Gun is a United States artillery decoy used by the United States, USR and Baja California in Definitive Edition. It costs 100 Wood, takes 10 seconds to train at an Artillery Foundry and uses one population. Its profile has 200 hit points, 75% ranged resistance and speed 2.4. The Quaker Gun has no damaging attack; its purpose is to appear to opponents as one of several artillery types: Gatling Gun, Culverin, Mortar, Horse Artillery or Heavy Cannon. This can make it harder for an opponent to judge the real army composition during scouting and may draw attention away from actual artillery. The disguise is a tactical deception, not a source of siege damage, so never count it toward the firepower needed to break a Fort or wall. Place it with the force it is meant to disguise and keep it protected, since an opponent who identifies the unit can remove the decoy. Its apparent model also determines its listed line of sight, which varies by the gun it imitates. Use the Quaker Gun to complicate enemy decisions while real artillery performs the attack.
Using the disguise with real artillery
A decoy works best when the army contains real guns that make the disguise plausible. Keep the Quaker Gun near the artillery it imitates, so enemy scouting has to judge which unit is the genuine threat. Do not expose it alone or include it in a damage calculation: its attack value is zero, and only the appearance can influence the opponent’s decisions.
Recognizing the decoy’s limits
The Quaker Gun’s disguise creates uncertainty only while the opponent has incomplete information. Its slow 2.4 speed and zero attack make it poor for chasing or holding ground, so keep it alongside the army and let genuine artillery provide the damage.
Decoy placement
Keep the unit close enough to the actual guns that the imitation is credible and protect it against scouts that identify the decoy. A Quaker Gun can mislead briefly, but it cannot hold a position by itself.
Artillery decoy and opponent information
The Quaker Gun is a United States artillery decoy used by the United States, USR and Baja California. To the opponent it can resemble a Gatling Gun, Culverin, Mortar, Horse Artillery or Heavy Cannon, creating uncertainty about which guns are real. Its attack damage is zero, so it contributes no artillery fire to a siege. The deception is valuable only while the opponent has incomplete information; once the unit is identified, it should not be treated as a threat. Place it with real artillery or where its appearance may influence the opponent’s response.
Training and tactical limits
An Artillery Foundry trains the Quaker Gun from the Industrial Age for 100 Wood, one population and a 10-second train time. The decoy has 200 hit points and 75% ranged resistance, but its 2.4 speed makes it difficult to reposition once the battle shifts. Use it to complicate scouting or draw attention away from actual guns, while ensuring the army still has real damage-dealing artillery for the objective. Do not order it to attack a structure or include it in damage calculations. If the opponent knows the trick or can cheaply test the unit, protect the Quaker Gun as a low-impact decoy rather than risking the rest of the artillery formation.